It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
The game is good as it is now, but it could use some extra options here and there. I, for one, would like to set the ages at which villagers start working and what age they are allowed to have children. I think I saw a family where parents were less than 15 and already had a 9 years old child.

Another thing that could be added are stone bridges. They are quite durable and look good in a setting like this.

And it would be nice to be able to choose if I want farenheit or celcius.
Post edited February 19, 2014 by Rafehaab
avatar
Rafehaab: The game is good as it is now, but it could use some extra options here and there. I, for one, would like to set the ages at which villagers start working and what age they are allowed to have children. I think I saw a family where parents were less than 15 and already had a 9 years old child.

Another thing that could be added are stone bridges. They are quite durable and look good in a setting like this.

And it would be nice to be able to choose if I want farenheit or celcius.
You can actually already choose between Celsius and Fahrenheit , or rather Show in Celsius or not. It's in the options menu, in the game tab. "Show Celsius temperatures"
Of what I've seen of the game an ability to set age range of when people can have children and work would likely dramatically decrease difficulty but personally I wouldn't be against such an option, in fact I would welcome it.
avatar
Rafehaab: Another thing that could be added are stone bridges. They are quite durable and look good in a setting like this.
Mod kit, when it's released. Make your own. :)

http://www.shiningrocksoftware.com/2014-01-28-controllers-ports-mods-and-languages/#mod
avatar
Nirth: Of what I've seen of the game an ability to set age range of when people can have children and work would likely dramatically decrease difficulty but personally I wouldn't be against such an option, in fact I would welcome it.
I did find it a tad off-putting a when a 12 year-old girl had a son in my game.
avatar
Rusty_Gunn: I did find it a tad off-putting a when a 12 year-old girl had a son in my game.
I just read a steam thread about indications after distasters chances for incest and paedophile is very high. Of course realistically it fits the game due to its survival theme so it may become necessary but it would be interesting if there was an option to allow how lenient your citizens should be allowed, likely affecting difficulty.

The more I think and read about this game the more I'm interested in the mod kit just to be able to see what kind of different setups you can make and see how they turn out rather than try to survive as long as possible.
Honestly I've a feeling that this is going to be a bit like Skyrim - a core game that in itself is a great fun experience; but which is also open to the addition of vast amounts of additional content. I hope the developer gets a good income from it; I'd love to see official additions.


Domestication - horses for transport and labour - dogs for hunting and companions a few cats (helps avoid rat plagues ;)).

Diversity - things such as having a range of housing options; slum houses up to richer mansions and estates. A few more road and other types. Whilst this is purely for the visual appeal it could also be worked into the game. Imagine if craftsmen could only live in certain homes whilst more base labourers in others (barring disaster forcing people into homes they don't like as much).

Walls/forts - I don't want combat in the game as such; I find strong city builders don't often do well with the addition of a combat game because its too much of a juggling act between military and economic focus and its hard to split resources.But for towns that have survived long enough it would be neat if you could build walls and minor fortifications up around them.

Heck they could build in a bandits disaster for large towns. Population over several hundred and bandits might raid you - no warriors and you'd lose a segment of the population in base defence - have some warriors and now you can fend them off.
I read some suggestions about harmful animals as opposed to combat (I don't believe combat and multiplayer will be possible even with the mod kit) and an internal crime and judicial system, all very nice ideas. Perhaps even a political system where with some careful strategy the right person gets elected and then you allocate some of your micromanage responsibilities to them.
I'm seeing a lot of similariteis with dwarf fortress in this game... oh please oh please, more dwarf fortressishness :) All in good FUN
-increased complexity
-more disasters
-more trade and craftmanship
-moar dwarves :D


-
I really hope it will not become even just a bit like skyrim.
Where mod "x" fucked up mod "y" or the whole game and you had to manage your mods via 3rd party-prg.
And then keepin them up to date - in fact i spent more time on updating mods and the manager plus finding the problems between mods than playing the game.
And some time i realized that i could do better with my time - i could play instead of "managing mods" ;)

I want to play right THAT game - BANISHED - cause i bought it for it´s "lack" of combat. I did´nt want any combat. So i hope there will be no "improvements" which unmake my points of buying.
There are games where installing mods is not a bad idea, but here i think it would destroy our game. Everybody else would play a different Banished.
If the dev´s bringing an update - appreciated. But no war or other satans work. :)
People in the age of Banished had enough other burdens. They need PEACE!

Til today the game is great. Exactly the things that destroyed Settlers or Anno for me are wiped out here in banished. So why making the game via mods just a poor imitation of these, thousandfold made and played games?
I agree with those saying no combat, I think this game does really well to be as addictive as it is.

I like the idea someone said about domestication of more animals though, horses, cats, dogs & the like. Herdsmen could use trained sheep dogs for example to manage larger herds. Horses to move harvested goods faster or plough fields etc... or even set up some sort of over-land trading caravan where you tell the caravan what you want and it disappears off map for a time and comes back with the resources you asked for (or as many as it could get).

On the whole though, its pretty fun to play :)
Hail, hail Prian :) I totally agree.

There are already a million and one games out there that offer combat and the like, and this game is an exception. A bloody good one too. It's so lovely to play a game that doesn't focus on that, and I hope that never changes. The game is great the way it is, and I don't want to see a million changes to a winning formula. I don't agree with the people who want elaborate tech trees, buildings and all that stuff. You find that in Civilization, and that is a good game (well, 5 is shit, but I digress). This game however focuses on different things, and it's pretty darn unique, so don't change that.

I keep going back to Timber and Stones, another game that at first was pretty much a building game, and I loved it for it. In fairness the developer wanted tough combat in it, so it wasn't a shock it was introduced, but it destroyed the game for me. I don't want to see that happen to Banished.
I think some sort of industry would be an interesting addition. Maybe something like a cotton gin or something. It wouldn't be too far out there considering there's already new world crops in the game.

Other than that I think the game just needs a couple balancing tweaks. Right now Fishing doesn't provide nearly enough food to be useful compared to hunting or gathering.